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New monster competition I: Back, and of simple construction

The contest begins with the posting of this thread and will continue until the 15th of July.

Soon after a poll will be opened for everyone to vote for their favorite that will last until the 29th of July.

The winner will get a trophy that I design in MS paint with my limited (yet still awesome ) skills

Rules

1. This month, you will be creating an original D&D 3.5 monster, complete with stat blocks and all relevant game information. The monster must be CR 10 or less, must be of the construct type, and it must have a disadvantage to it, an example of a great entry for this contest would be the giants gingerbread golem.2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional but encouraged. Incomplete entries will be disqualified upon the deadline.3. Entries must be 3.5 edition, using the standard format listed below.

4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread

5. One entry per participant. No double-teaming.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Adding class levels to an already published or posted creature does not count as a new monster. Nor does adding templates. There must be an original base creature devoid of any template added on as the actual entry. Samples of the original base creature with a template may be posted in 'addition' but will not be judged.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.

8. Please state if you do not want critiques, otherwise other participants will likely give a rundown of your creature in the chat thread.

Seemingly out of nowhere, a middle aged human man materializes. He seems to have a pleasant demeanor, smiling as he walks up to you.

Imaginaries are a bizarre form of construct in that they are not truly “constructed” in the conventional sense; imaginaries are actually only projections of the true construct, a small crystal incapable of moving on its own. These magical crystals house a small intelligence that, while not exceptional, holds a vast quantity of information on a specific topic. It is believed that these crystals were created by an ancient civilization as a means of preserving the knowledge they had gathered over the years when it became evident that their fall was imminent.

The term “imaginary” is not the given name of these constructs, but rather a nickname given to them by adventurers who have encountered them in the centuries since their creation. For the most parts, imaginaries don’t care about the background or alignments of the people they interact with; they were created to dispense information, and they are more than happy to do that. At the same time, however, imaginaries are capable of defending themselves using psionic mind blades that work on both corporeal and incorporeal opponents.

Imaginaries are unique among nonliving constructs in that, so long as their crystal survives, they can be resurrected; should their incorporeal form be killed, the imaginary lays dormant inside of its crystal until someone powerful enough to cast true resurrection performs the spell on it. Each crystal has a unique sigil engraved on it, and it is believed that this sigil serves as both the power source of the construct and an identification mark for whomever created it.

Imaginaries in their natural form appear to be medium-sized humanoids made out of a mist-like substance, though most use their ability to change their shape in order to take on a “friendlier” humanoid guise. Imaginaries stand five feet tall and are weightless. They speak Common, Undercommon, and Draconic.

Combat
Imaginaries rarely enter combat, though when they do they do so with their mind blades. Most imaginaries that enter combat do so in order to protect artifacts of power or ancient knowledge, or to protect their crystals.

Crystal Dependent (Su): Imaginaries are bound to the crystals from which they were created; each crystal weighs four ounces, and has a unique symbol etched on it. An Imaginary must stay within 100 ft. of its crystal, and must remain within its line of sight. Should an imaginary leave this range, or should it turn a corner or pass another obstacle between itself and the crystal, it immediately disappears for 1d4 rounds before reappearing in the same square as the crystal. Should the crystal enter an anti-magic field, the imaginary blinks out of existence until the crystal is removed from the field. An imaginary dies instantly if the crystal is ever broken. Should an imaginary die in combat, it can be resurrected as long as the crystal remains untouched. Should someone cast detect magic on the crystal, it appears to have a moderate illusionary aura.

Mind Blade (Su): As a move equivalent action, an imaginary can create a mind blade as if it was a 4th level Soulknife, though with two major differences. While wielding the mind blade, the mind blade is treated as though it is a ghost touch weapon. An imaginary uses its Charisma score rather than its (nonexistent) Strength score when determining its bonuses on attack and damage rolls. An imaginary who takes levels in Soulknife counts its racial Hit Dice when it comes to determining the abilities of the mind blade.

Minor Shapechange (Su): Imaginaries have the supernatural ability to alter themselves as though by the disguise self spell that affects their bodies and “clothing.” This is not an illusionary effect, but rather a minor physical alteration of the imaginary’s features within the limits of the spell’s description. An imaginary can use this ability at will, and its effects last until it changes shape again. A true seeing spell reveals its actual form (a misty white humanoid figure), though while using this ability an imaginary gains a +10 bonus on disguise checks. Using this ability is a full round action.

Bonus Feat: An imaginary can take a single Skill Focus (Knowledge) feat as a bonus feat. This feat can be dedicated to whatever field of study the imaginary was designed with in mind. See the Knowledge skill in the SRD for a full list of fields of study.

Re: New monster competition I: Back, and of simple construction

Pinewood Guardian

{TABLE]Size/Type:|Medium ConstructHit Dice:|5d10+20 (47 hp)Initiative:|3Speed:|30 ft (6 squares)Armor Class:|17 (+3 dex, +4 natural), touch 13, flat-footed 14 Base Attack/Grapple:|+3/+6Attack:|slam +6 melee (1d6+3) or sap +6 ranged (1d4+0 plus entaglement)Full Attack:|greatclub +6 melee (1d12+4) and hardened pine sap +6 ranged (1d4+0 plus entaglement)Space/Reach:|5ft/5ftSpecial Attacks:|entanglementSpecial Qualities:|adhesive, fast healing 3, highly flamableSaves:|Fort +1, Ref +4, Will +3Abilities:| Str 16, Dex 17, Con -, Int -, Wis 14, Cha 10 Skills:-Feats:|-Environment:|cold forestsOrganization:|solitaryChallenge Rating:|4Treasure:|noneAlignment:|always neutralAdvancement:|-Level Adjustment:|-
[/TABLE]
Pinewood Guardians are wooden figures carved to resemble a large individual, cloaked in the furs of various animals, with hair and a beard apparently made of pine needles wielding a massive great-club and dripping sap.
Created by the savage tribes of the north to guard their altars and holy places. Their druids carve a living pine tree into the shape of their tribes ancestor spirit and through obscure and very secret rituals animate it while still alive and able to photosynthesise. their sap is a blessing and a curse, as it grants them a powerful attack, and makes them quite vulnerable to fire

combat
in combat, Pinewood Guardians are brutally efficient, hitting any spell casters with their hardened sap attack before engaging others in melee with it's clubadhesive
The Pinewood Guardians body is dripping with sticky sap that it uses both as a ranged weapon and a defene mechanism. Anyone who makes a succsessful melee attack against a Pinewood Guardian must make a dc 14 reflex save or have the weapon stick to the Pinewood Guardian and be disarmed, creatures attacking with natural weapons are automatically grappled if they become stuck. it requires a DC 20 strength check topull a stuck weapon or limb from a Pinewood Guardian.entaglement
When an opponent is hit by the Pinewood Guardians sap attack, the glob of sap comes apart and sticky sap bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a Pinewood Guardians entanglement. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground.highly flammable
when a Pinewood Guardian is struck by an attack that causes at least one point of fire damage it catches fire and does not stop burning until it is extinguished (a two round action during which it is prone) or dies. this tactic is not always advised however, as when a Pinewood Guardian is flaming, both it's great-club and sap attacks deal an extra 1d6 fire damage.

Cardboardeaux is a corrugated fiberboard wine box shaped as a waiter carrying a silver tray with two crystal wine glasses. He has impeccable taste in wine. He was created by a worshipper of Olidammara to work in the monastery’s vineyard but his caustic and overbearing personality made him unpopular with the monks. He was given to a local tavern to work as a waiter and is popular with the patrons, as he has no need for tips.

Cardboardeaux refrains from entering combat unless he is threatened. Before entering combat, he carefully puts down his tray. Then, he puts up his arms and begins to thrash his enemies with his slam attacks. He uses his barrage of corks against armored foes.

Barrage of Corks (Ex): Three times a day as a standard action, Cardboardeaux can release a barrage of corks in a 30-foot line. The corks cause 3d8+4 points of bludgeoning damage to everything in their path and can dent armor. A successful Fortitude save (DC 15) halves the damage. The save is Constitution-based. Anyone wearing non-magical metal armor who takes damage has his armor bonuses reduced by one until the dents are hammered out. Furthermore, the corks left behind are a walking hazard to anyone other than Cardboardeaux. Creatures walking on the corks must succeed on a Balance 10 check or fall prone.

Berserk (Ex): Any time a glass is broken, there is a there is a cumulative 10% chance that Cardboardeaux goes berserk. He goes on a rampage for one round, attacking the nearest living creature or smashing some object smaller himself if no creature is within reach, after which he dusts himself off, never apologizing for his uncouth behavior.

Immunity to Magic (Ex): Cardboardeaux is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the Cardboardeaux, as noted below.

An acid arrow cast at Cardboardeaux stops him from moving on his next turn and deals 4d4 points of acid damage to him.

An acid fog spell drives Cardboardeaux back 120 feet and deals 3d6 points of acid damage to him each round.

A searing light spell causes Cardboardeaux to be blinded for one round in addition to any damage he takes.

Pretentious (Ex): Whenever Cardboardeaux takes damage from an enemy that has a higher Intelligence than he has, Cardboardeaux takes a -2 morale penalty to use his Intelligence based skills (Appraisal and Decipher Script) and is stunned for 1 round in addition to any physical damage he takes.

Construction

Cardboardeaux’s body is sculpted from 500 pounds of cardboard and plastic tubing; his artistically designed motifs are inscribed with rare tinctures and admixtures and hand-drawn by fine calligraphy costing at least 500 gp. Assembling the body requires a DC 20 Craft (winemaking) check or a DC 20 Profession (vintner) check. Cardboardeaux was awakened after he was created. See awaken construct spell in Savage Species.

One of the popular games at the tavern is that patrons bet on guessing what creature's brain was used to awaken Cardboardeaux. So far, nobody has guessed correctly and Cardboardeaux has remained mum on the topic.

Another popular betting game is betting how long it takes for Cardboardeaux go berserk in any given evening. Nobody who bets may break a glass or the bet is considered lost. Cheaters are unceremoniously booted from the inn by the ogre bouncer who runs a tight ship.

There are rumors that things at the monastery where Cardboardeaux was created are not what they seem. The monks have not been heard from in several days.

P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.my creations in homebrew signature thread

When the first brain spider was constructed, its creator found it to be weak and unworthy of its purpose--to harvest brains for study. It couldn't even harvest a sample brain in the lab without falling into inactivity. Frustrated, the creator scrapped the tiny thing. Coming back to his lab two days later, the creator found not one, but a thousand of his brain spiders. He touched one and all of them acted in tandem, leaping onto his arm and climbing up to his head, only to steal samples of his brain, ironically so he could study it. In the creator's brainless stupor, he opened his lab doors, releasing the constructs into the world.

A lone brain spider is shaped like a disc and moves by spinning. In a swarm, the brain spiders can move in a controlled and speedy manner as each one spins against another. When attacking a creature, tiny pincer-like protrusions needle out of a brain spider in every direction, which are both extremely painful and extremely poisonous. These same protrusions are used to harvest brain samples from victims.

A brain spider swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.

Brain Bite (Ex)
A brain spider swarm can latch onto a creature with an Intelligence score of 0 and begin to eat its brain. Latching on only requires being in the same square as the target creature. On the swarm's next turn, the creature must make a DC 12 Fortitude save or be permanently confused as the brain spider swarm bites at the creature's brain with tiny pincer-like metal protrusions, taking small samples.

Distraction (Ex)
Any living creature that begins its turn with a brain spider swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Grey Sickness (Ex)
Upon biting a creature's brain, a brain spider swarm becomes nauseated for 1d2 rounds. While nauseated, a brain spider swarm's poison is inactive and it cannot latch onto a creature to bite its brain, though it can still damage and nauseate creatures in its space.

Multiply (Ex)
After its grey sickness passes, a brain spider swarm multiplies, adding another swarm to its numbers.

Skills
A brain spider swarm has a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A brain spider swarm can always choose to take 10 on a Climb check, even if rushed or threatened.

You've heard rumors of a hermitic wizard dying in his lab underneath the city. The city guards were sent to investigate a day ago and were to return before the sun rose. It is now midday and there's no sign of them.

Everyone in this small village is acting nonsensically. Investigate what has caused this behavior.

You find a book on this shelf completely and noticeably different from the rest. It has no cover, and indeed, is only held together by some invisible force. It looks more like a big stack of papers rather than a book. Pulling it out, you find it is a series of lab notes on the creation of a certain type of construct--a brain spider.

"The vaguely humanoid automaton before you whirls and clicks as 1,000 gears move in unison to move it towards you."

Made from the finest copper, these deadly automatons are mainly used to guard treasure rooms. They look like large copper statuses when inactive.

Combat

Gear Grind (Ex): When a Clockwork golem makes a full attack and hits with both slam attacks, it deals an extra 2d6+5 points of bludgeoning damage.

Jam up (Ex): Every time a Clockwork golem moves or attacks, there is a cumulative 5% chance that all its gears will lock-up. Treat this as if the Clockwork golem is paralyzed for 1d6 rounds. After this time is over, the percent chance resets.

Immunity to Magic (Ex): A Clockwork golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the Clockwork golem as noted below:

A grease spell prevents the clockwork golem from jamming up for 1d6 rounds.

A haste spell allows a clockwork golem to act for 1d6 rounds with out a chance of jamming up.

Any spell with the cold description deals regular damage and increases the clockwork tokens chance of jamming up by 5% for every point of damage dealt.